SubApp

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.

Source

pub fn world(&self) -> &World

Returns a reference to the World.

Examples found in repository?
tests/ecs/ambiguity_detection.rs (line 77)
76fn count_ambiguities(sub_app: &SubApp) -> AmbiguitiesCount {
77    let schedules = sub_app.world().resource::<Schedules>();
78    let mut ambiguities = <HashMap<_, _>>::default();
79    for (_, schedule) in schedules.iter() {
80        let ambiguities_in_schedule = schedule.graph().conflicting_systems().len();
81        ambiguities.insert(schedule.label(), ambiguities_in_schedule);
82    }
83    AmbiguitiesCount(ambiguities)
84}
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 64)
63fn configure_ambiguity_detection(sub_app: &mut SubApp) {
64    let mut schedules = sub_app.world_mut().resource_mut::<Schedules>();
65    for (_, schedule) in schedules.iter_mut() {
66        schedule.set_build_settings(ScheduleBuildSettings {
67            // NOTE: you can change this to `LogLevel::Ignore` to easily see the current number of ambiguities.
68            ambiguity_detection: LogLevel::Warn,
69            use_shortnames: false,
70            ..default()
71        });
72    }
73}
More examples
Hide additional examples
examples/app/headless_renderer.rs (line 217)
210    fn build(&self, app: &mut App) {
211        let (s, r) = crossbeam_channel::unbounded();
212
213        let render_app = app
214            .insert_resource(MainWorldReceiver(r))
215            .sub_app_mut(RenderApp);
216
217        let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
218        graph.add_node(ImageCopy, ImageCopyDriver);
219        graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
220
221        render_app
222            .insert_resource(RenderWorldSender(s))
223            // Make ImageCopiers accessible in RenderWorld system and plugin
224            .add_systems(ExtractSchedule, image_copy_extract)
225            // Receives image data from buffer to channel
226            // so we need to run it after the render graph is done
227            .add_systems(
228                Render,
229                receive_image_from_buffer.after(RenderSystems::Render),
230            );
231    }
examples/shader/compute_shader_game_of_life.rs (line 112)
97    fn build(&self, app: &mut App) {
98        // Extract the game of life image resource from the main world into the render world
99        // for operation on by the compute shader and display on the sprite.
100        app.add_plugins((
101            ExtractResourcePlugin::<GameOfLifeImages>::default(),
102            ExtractResourcePlugin::<GameOfLifeUniforms>::default(),
103        ));
104        let render_app = app.sub_app_mut(RenderApp);
105        render_app
106            .add_systems(RenderStartup, init_game_of_life_pipeline)
107            .add_systems(
108                Render,
109                prepare_bind_group.in_set(RenderSystems::PrepareBindGroups),
110            );
111
112        let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
113        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
114        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
115    }
Source

pub fn run_default_schedule(&mut self)

Runs the default schedule.

Does not clear internal trackers used for change detection.

Source

pub fn update(&mut self)

Runs the default schedule and updates internal component trackers.

Source

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.

Source

pub fn set_extract<F>(&mut self, extract: F) -> &mut SubApp
where F: FnMut(&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.

Source

pub fn take_extract( &mut self, ) -> Option<Box<dyn FnMut(&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 mut 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_mut() {
        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 222)
210    fn build(&self, app: &mut App) {
211        let (s, r) = crossbeam_channel::unbounded();
212
213        let render_app = app
214            .insert_resource(MainWorldReceiver(r))
215            .sub_app_mut(RenderApp);
216
217        let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
218        graph.add_node(ImageCopy, ImageCopyDriver);
219        graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
220
221        render_app
222            .insert_resource(RenderWorldSender(s))
223            // Make ImageCopiers accessible in RenderWorld system and plugin
224            .add_systems(ExtractSchedule, image_copy_extract)
225            // Receives image data from buffer to channel
226            // so we need to run it after the render graph is done
227            .add_systems(
228                Render,
229                receive_image_from_buffer.after(RenderSystems::Render),
230            );
231    }
More examples
Hide additional examples
examples/2d/mesh2d_manual.rs (line 310)
298    fn build(&self, app: &mut App) {
299        // Load our custom shader
300        let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
301        // Here, we construct and add the shader asset manually. There are many ways to load this
302        // shader, including `embedded_asset`/`load_embedded_asset`.
303        let shader = shaders.add(Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()));
304
305        app.add_plugins(SyncComponentPlugin::<ColoredMesh2d>::default());
306
307        // Register our custom draw function, and add our render systems
308        app.get_sub_app_mut(RenderApp)
309            .unwrap()
310            .insert_resource(ColoredMesh2dShader(shader))
311            .add_render_command::<Transparent2d, DrawColoredMesh2d>()
312            .init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
313            .init_resource::<RenderColoredMesh2dInstances>()
314            .add_systems(
315                RenderStartup,
316                init_colored_mesh_2d_pipeline.after(init_mesh_2d_pipeline),
317            )
318            .add_systems(
319                ExtractSchedule,
320                extract_colored_mesh2d.after(extract_mesh2d),
321            )
322            .add_systems(
323                Render,
324                queue_colored_mesh2d.in_set(RenderSystems::QueueMeshes),
325            );
326    }
examples/3d/occlusion_culling.rs (line 232)
215    fn build(&self, app: &mut App) {
216        // Create the `SavedIndirectParameters` resource that we're going to use
217        // to communicate between the thread that the GPU-to-CPU readback
218        // callback runs on and the main application threads. This resource is
219        // atomically reference counted. We store one reference to the
220        // `SavedIndirectParameters` in the main app and another reference in
221        // the render app.
222        let saved_indirect_parameters = SavedIndirectParameters::new();
223        app.insert_resource(saved_indirect_parameters.clone());
224
225        // Fetch the render app.
226        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
227            return;
228        };
229
230        render_app
231            // Insert another reference to the `SavedIndirectParameters`.
232            .insert_resource(saved_indirect_parameters)
233            // Setup the parameters in RenderStartup.
234            .add_systems(RenderStartup, init_saved_indirect_parameters)
235            .init_resource::<IndirectParametersStagingBuffers>()
236            .add_systems(ExtractSchedule, readback_indirect_parameters)
237            .add_systems(
238                Render,
239                create_indirect_parameters_staging_buffers
240                    .in_set(RenderSystems::PrepareResourcesFlush),
241            )
242            // Add the node that allows us to read the indirect parameters back
243            // from the GPU to the CPU, which allows us to determine how many
244            // meshes were culled.
245            .add_render_graph_node::<ReadbackIndirectParametersNode>(
246                Core3d,
247                ReadbackIndirectParameters,
248            )
249            // We read back the indirect parameters any time after
250            // `EndMainPass`. Readback doesn't particularly need to execute
251            // before `EndMainPassPostProcessing`, but we specify that anyway
252            // because we want to make the indirect parameters run before
253            // *something* in the graph, and `EndMainPassPostProcessing` is a
254            // good a node as any other.
255            .add_render_graph_edges(
256                Core3d,
257                (
258                    Node3d::EndMainPass,
259                    ReadbackIndirectParameters,
260                    Node3d::EndMainPassPostProcessing,
261                ),
262            );
263    }
Source

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

Examples found in repository?
examples/shader_advanced/custom_shader_instancing.rs (line 104)
100    fn build(&self, app: &mut App) {
101        app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
102        app.sub_app_mut(RenderApp)
103            .add_render_command::<Transparent3d, DrawCustom>()
104            .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
105            .add_systems(RenderStartup, init_custom_pipeline)
106            .add_systems(
107                Render,
108                (
109                    queue_custom.in_set(RenderSystems::QueueMeshes),
110                    prepare_instance_buffers.in_set(RenderSystems::PrepareResources),
111                ),
112            );
113    }
More examples
Hide additional examples
examples/shader_advanced/custom_phase_item.rs (line 172)
164fn main() {
165    let mut app = App::new();
166    app.add_plugins(DefaultPlugins)
167        .add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default())
168        .add_systems(Startup, setup);
169
170    // We make sure to add these to the render app, not the main app.
171    app.sub_app_mut(RenderApp)
172        .init_resource::<CustomPhasePipeline>()
173        .add_render_command::<Opaque3d, DrawCustomPhaseItemCommands>()
174        .add_systems(
175            Render,
176            prepare_custom_phase_item_buffers.in_set(RenderSystems::Prepare),
177        )
178        .add_systems(Render, queue_custom_phase_item.in_set(RenderSystems::Queue));
179
180    app.run();
181}
examples/shader_advanced/specialized_mesh_pipeline.rs (line 113)
104    fn build(&self, app: &mut App) {
105        app.add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default());
106
107        // We make sure to add these to the render app, not the main app.
108        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
109            return;
110        };
111        render_app
112            // This is needed to tell bevy about your custom pipeline
113            .init_resource::<SpecializedMeshPipelines<CustomMeshPipeline>>()
114            // We need to use a custom draw command so we need to register it
115            .add_render_command::<Opaque3d, DrawSpecializedPipelineCommands>()
116            .add_systems(RenderStartup, init_custom_mesh_pipeline)
117            .add_systems(
118                Render,
119                queue_custom_mesh_pipeline.in_set(RenderSystems::Queue),
120            );
121    }
examples/2d/mesh2d_manual.rs (line 312)
298    fn build(&self, app: &mut App) {
299        // Load our custom shader
300        let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
301        // Here, we construct and add the shader asset manually. There are many ways to load this
302        // shader, including `embedded_asset`/`load_embedded_asset`.
303        let shader = shaders.add(Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()));
304
305        app.add_plugins(SyncComponentPlugin::<ColoredMesh2d>::default());
306
307        // Register our custom draw function, and add our render systems
308        app.get_sub_app_mut(RenderApp)
309            .unwrap()
310            .insert_resource(ColoredMesh2dShader(shader))
311            .add_render_command::<Transparent2d, DrawColoredMesh2d>()
312            .init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
313            .init_resource::<RenderColoredMesh2dInstances>()
314            .add_systems(
315                RenderStartup,
316                init_colored_mesh_2d_pipeline.after(init_mesh_2d_pipeline),
317            )
318            .add_systems(
319                ExtractSchedule,
320                extract_colored_mesh2d.after(extract_mesh2d),
321            )
322            .add_systems(
323                Render,
324                queue_colored_mesh2d.in_set(RenderSystems::QueueMeshes),
325            );
326    }
examples/shader_advanced/custom_render_phase.rs (line 129)
119    fn build(&self, app: &mut App) {
120        app.add_plugins((
121            ExtractComponentPlugin::<DrawStencil>::default(),
122            SortedRenderPhasePlugin::<Stencil3d, MeshPipeline>::new(RenderDebugFlags::default()),
123        ));
124        // We need to get the render app from the main app
125        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
126            return;
127        };
128        render_app
129            .init_resource::<SpecializedMeshPipelines<StencilPipeline>>()
130            .init_resource::<DrawFunctions<Stencil3d>>()
131            .add_render_command::<Stencil3d, DrawMesh3dStencil>()
132            .init_resource::<ViewSortedRenderPhases<Stencil3d>>()
133            .add_systems(RenderStartup, init_stencil_pipeline)
134            .add_systems(ExtractSchedule, extract_camera_phases)
135            .add_systems(
136                Render,
137                (
138                    queue_custom_meshes.in_set(RenderSystems::QueueMeshes),
139                    sort_phase_system::<Stencil3d>.in_set(RenderSystems::PhaseSort),
140                    batch_and_prepare_sorted_render_phase::<Stencil3d, StencilPipeline>
141                        .in_set(RenderSystems::PrepareResources),
142                ),
143            );
144
145        render_app
146            .add_render_graph_node::<ViewNodeRunner<CustomDrawNode>>(Core3d, CustomDrawPassLabel)
147            // Tell the node to run after the main pass
148            .add_render_graph_edges(Core3d, (Node3d::MainOpaquePass, CustomDrawPassLabel));
149    }
examples/3d/occlusion_culling.rs (line 235)
215    fn build(&self, app: &mut App) {
216        // Create the `SavedIndirectParameters` resource that we're going to use
217        // to communicate between the thread that the GPU-to-CPU readback
218        // callback runs on and the main application threads. This resource is
219        // atomically reference counted. We store one reference to the
220        // `SavedIndirectParameters` in the main app and another reference in
221        // the render app.
222        let saved_indirect_parameters = SavedIndirectParameters::new();
223        app.insert_resource(saved_indirect_parameters.clone());
224
225        // Fetch the render app.
226        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
227            return;
228        };
229
230        render_app
231            // Insert another reference to the `SavedIndirectParameters`.
232            .insert_resource(saved_indirect_parameters)
233            // Setup the parameters in RenderStartup.
234            .add_systems(RenderStartup, init_saved_indirect_parameters)
235            .init_resource::<IndirectParametersStagingBuffers>()
236            .add_systems(ExtractSchedule, readback_indirect_parameters)
237            .add_systems(
238                Render,
239                create_indirect_parameters_staging_buffers
240                    .in_set(RenderSystems::PrepareResourcesFlush),
241            )
242            // Add the node that allows us to read the indirect parameters back
243            // from the GPU to the CPU, which allows us to determine how many
244            // meshes were culled.
245            .add_render_graph_node::<ReadbackIndirectParametersNode>(
246                Core3d,
247                ReadbackIndirectParameters,
248            )
249            // We read back the indirect parameters any time after
250            // `EndMainPass`. Readback doesn't particularly need to execute
251            // before `EndMainPassPostProcessing`, but we specify that anyway
252            // because we want to make the indirect parameters run before
253            // *something* in the graph, and `EndMainPassPostProcessing` is a
254            // good a node as any other.
255            .add_render_graph_edges(
256                Core3d,
257                (
258                    Node3d::EndMainPass,
259                    ReadbackIndirectParameters,
260                    Node3d::EndMainPassPostProcessing,
261                ),
262            );
263    }
Source

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

Examples found in repository?
examples/shader_advanced/texture_binding_array.rs (line 49)
44    fn build(&self, app: &mut App) {
45        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
46            return;
47        };
48
49        render_app.add_systems(RenderStartup, verify_required_features);
50    }
More examples
Hide additional examples
examples/stress_tests/many_lights.rs (lines 158-161)
153    fn build(&self, app: &mut App) {
154        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
155            return;
156        };
157
158        render_app.add_systems(
159            Render,
160            print_visible_light_count.in_set(RenderSystems::Prepare),
161        );
162    }
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/gpu_readback.rs (lines 50-53)
45    fn build(&self, app: &mut App) {
46        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
47            return;
48        };
49        render_app
50            .add_systems(
51                RenderStartup,
52                (init_compute_pipeline, add_compute_render_graph_node),
53            )
54            .add_systems(
55                Render,
56                prepare_bind_group
57                    .in_set(RenderSystems::PrepareBindGroups)
58                    // We don't need to recreate the bind group every frame
59                    .run_if(not(resource_exists::<GpuBufferBindGroup>)),
60            );
61    }
examples/shader_advanced/custom_shader_instancing.rs (line 105)
100    fn build(&self, app: &mut App) {
101        app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
102        app.sub_app_mut(RenderApp)
103            .add_render_command::<Transparent3d, DrawCustom>()
104            .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
105            .add_systems(RenderStartup, init_custom_pipeline)
106            .add_systems(
107                Render,
108                (
109                    queue_custom.in_set(RenderSystems::QueueMeshes),
110                    prepare_instance_buffers.in_set(RenderSystems::PrepareResources),
111                ),
112            );
113    }
examples/shader_advanced/custom_phase_item.rs (lines 174-177)
164fn main() {
165    let mut app = App::new();
166    app.add_plugins(DefaultPlugins)
167        .add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default())
168        .add_systems(Startup, setup);
169
170    // We make sure to add these to the render app, not the main app.
171    app.sub_app_mut(RenderApp)
172        .init_resource::<CustomPhasePipeline>()
173        .add_render_command::<Opaque3d, DrawCustomPhaseItemCommands>()
174        .add_systems(
175            Render,
176            prepare_custom_phase_item_buffers.in_set(RenderSystems::Prepare),
177        )
178        .add_systems(Render, queue_custom_phase_item.in_set(RenderSystems::Queue));
179
180    app.run();
181}
Source

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,

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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>,

Source

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

👎Deprecated since 0.17.0: Use add_message instead.
Source

pub fn add_message<T>(&mut self) -> &mut SubApp
where T: Message,

Source

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

Source

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

Source

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

Source

pub fn plugins_state(&mut self) -> PluginsState

Return the state of plugins.

Source

pub fn finish(&mut self)

Runs Plugin::finish for each plugin.

Source

pub fn cleanup(&mut self)

Runs Plugin::cleanup for each plugin.

Source

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

Source

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

Source

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

Source

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§

Source§

impl AddRenderCommand for SubApp

Source§

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.
Source§

impl AppExtStates for SubApp

Source§

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

Initializes a State with standard starting values. Read more
Source§

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
Source§

fn add_computed_state<S>(&mut self) -> &mut SubApp
where S: ComputedStates,

Sets up a type implementing ComputedStates. Read more
Source§

fn add_sub_state<S>(&mut self) -> &mut SubApp
where S: SubStates,

Sets up a type implementing SubStates. Read more
Source§

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
Source§

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
Source§

impl Debug for SubApp

Source§

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

Formats the value using the given formatter. Read more
Source§

impl Default for SubApp

Source§

fn default() -> SubApp

Returns the “default value” for a type. Read more
Source§

impl RegisterDiagnostic for SubApp

Source§

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

Register a new Diagnostic with an App. Read more
Source§

impl RenderGraphExt for SubApp

Source§

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
Source§

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
Source§

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
Source§

fn add_render_sub_graph( &mut self, sub_graph: impl RenderSubGraph, ) -> &mut SubApp

Source§

impl StateScopedMessagesAppExt for SubApp

Source§

fn clear_messages_on_exit<M>(&mut self, state: impl States) -> &mut SubApp
where M: Message,

Clears a Message when exiting the specified state. Read more
Source§

fn clear_messages_on_enter<M>(&mut self, state: impl States) -> &mut SubApp
where M: Message,

Clears a Message when entering the specified state. Read more

Auto Trait Implementations§

§

impl !Freeze for SubApp

§

impl !RefUnwindSafe for SubApp

§

impl Send for SubApp

§

impl !Sync for SubApp

§

impl Unpin for SubApp

§

impl !UnwindSafe for SubApp

Blanket Implementations§

Source§

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

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

Source§

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.
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

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

Mutably borrows from an owned value. Read more
Source§

impl<T> Conv for T

Source§

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

Converts self into T using Into<T>. Read more
Source§

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

Source§

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.
Source§

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.
Source§

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.
Source§

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.
Source§

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

Source§

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.
Source§

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.
Source§

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.
Source§

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.
Source§

impl<T> DowncastSend for T
where T: Any + Send,

Source§

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.
Source§

impl<T> FmtForward for T

Source§

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

Causes self to use its Binary implementation when Debug-formatted.
Source§

fn fmt_display(self) -> FmtDisplay<Self>
where Self: Display,

Causes self to use its Display implementation when Debug-formatted.
Source§

fn fmt_lower_exp(self) -> FmtLowerExp<Self>
where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
Source§

fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
Source§

fn fmt_octal(self) -> FmtOctal<Self>
where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
Source§

fn fmt_pointer(self) -> FmtPointer<Self>
where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
Source§

fn fmt_upper_exp(self) -> FmtUpperExp<Self>
where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
Source§

fn fmt_upper_hex(self) -> FmtUpperHex<Self>
where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
Source§

fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<S> FromSample<S> for S

Source§

fn from_sample_(s: S) -> S

Source§

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

Source§

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

Creates Self using default().

Source§

impl<T, W> HasTypeWitness<W> for T
where W: MakeTypeWitness<Arg = T>, T: ?Sized,

Source§

const WITNESS: W = W::MAKE

A constant of the type witness
Source§

impl<T> Identity for T
where T: ?Sized,

Source§

const TYPE_EQ: TypeEq<T, <T as Identity>::Type> = TypeEq::NEW

Proof that Self is the same type as Self::Type, provides methods for casting between Self and Self::Type.
Source§

type Type = T

The same type as Self, used to emulate type equality bounds (T == U) with associated type equality constraints (T: Identity<Type = U>).
Source§

impl<T> InitializeFromFunction<T> for T

Source§

fn initialize_from_function(f: fn() -> T) -> T

Create an instance of this type from an initialization function
Source§

impl<T> Instrument for T

Source§

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

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
Source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

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

Source§

impl<T> IntoEither for T

Source§

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
Source§

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
Source§

impl<T> IntoResult<T> for T

Source§

fn into_result(self) -> Result<T, RunSystemError>

Converts this type into the system output type.
Source§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

Source§

fn into_sample(self) -> T

Source§

impl<A> Is for A
where A: Any,

Source§

fn is<T>() -> bool
where T: Any,

Checks if the current type “is” another type, using a TypeId equality comparison. This is most useful in the context of generic logic. Read more
Source§

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

Source§

type NoneType = T

Source§

fn null_value() -> T

The none-equivalent value.
Source§

impl<T> Pipe for T
where T: ?Sized,

Source§

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
Source§

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
Source§

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
Source§

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
Source§

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
Source§

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.
Source§

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.
Source§

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.
Source§

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.
Source§

impl<T> Pointable for T

Source§

const ALIGN: usize

The alignment of pointer.
Source§

type Init = T

The type for initializers.
Source§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
Source§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
Source§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
Source§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
Source§

impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

Source§

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().
Source§

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().
Source§

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().
Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<Ret> SpawnIfAsync<(), Ret> for Ret

Source§

fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
Source§

impl<T, O> SuperFrom<T> for O
where O: From<T>,

Source§

fn super_from(input: T) -> O

Convert from a type to another type.
Source§

impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

Source§

fn super_into(self) -> O

Convert from a type to another type.
Source§

impl<T> Tap for T

Source§

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

Immutable access to a value. Read more
Source§

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

Mutable access to a value. Read more
Source§

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
Source§

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
Source§

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
Source§

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
Source§

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
Source§

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
Source§

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

Calls .tap() only in debug builds, and is erased in release builds.
Source§

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

Calls .tap_mut() only in debug builds, and is erased in release builds.
Source§

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.
Source§

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.
Source§

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.
Source§

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.
Source§

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.
Source§

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.
Source§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

Source§

fn to_sample_(self) -> U

Source§

impl<T> TryConv for T

Source§

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

Attempts to convert self into T using TryInto<T>. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

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

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

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

Source§

fn vzip(self) -> V

Source§

impl<T> WithSubscriber for T

Source§

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
Source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

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

Source§

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

Source§

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