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
impl SubApp
Sourcepub fn world_mut(&mut self) -> &mut World
pub fn world_mut(&mut self) -> &mut World
Returns a mutable reference to the World
.
Examples found in repository?
More examples
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 }
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 }
Sourcepub fn run_default_schedule(&mut self)
pub fn run_default_schedule(&mut self)
Runs the default schedule.
Does not clear internal trackers used for change detection.
Sourcepub fn extract(&mut self, world: &mut World)
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.
Sourcepub fn set_extract<F>(&mut self, extract: F) -> &mut SubApp
pub fn set_extract<F>(&mut self, extract: F) -> &mut SubApp
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
.
Sourcepub fn take_extract(
&mut self,
) -> Option<Box<dyn FnMut(&mut World, &mut World) + Send>>
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
// [...]
});
Sourcepub fn insert_resource<R>(&mut self, resource: R) -> &mut SubAppwhere
R: Resource,
pub fn insert_resource<R>(&mut self, resource: R) -> &mut SubAppwhere
R: Resource,
See App::insert_resource
.
Examples found in repository?
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
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 }
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 }
Sourcepub fn init_resource<R>(&mut self) -> &mut SubApp
pub fn init_resource<R>(&mut self) -> &mut SubApp
See App::init_resource
.
Examples found in repository?
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
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}
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 }
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 }
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 }
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 }
Sourcepub fn add_systems<M>(
&mut self,
schedule: impl ScheduleLabel,
systems: impl IntoScheduleConfigs<Box<dyn System<Out = (), In = ()>>, M>,
) -> &mut SubApp
pub fn add_systems<M>( &mut self, schedule: impl ScheduleLabel, systems: impl IntoScheduleConfigs<Box<dyn System<Out = (), In = ()>>, M>, ) -> &mut SubApp
See App::add_systems
.
Examples found in repository?
More examples
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 }
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 }
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/3d/manual_material.rs
- examples/shader_advanced/specialized_mesh_pipeline.rs
- examples/app/headless_renderer.rs
- examples/shader/compute_shader_game_of_life.rs
- examples/2d/mesh2d_manual.rs
- examples/shader_advanced/custom_render_phase.rs
- examples/3d/occlusion_culling.rs
- examples/shader_advanced/custom_post_processing.rs
Sourcepub fn register_system<I, O, M>(
&mut self,
system: impl IntoSystem<I, O, M> + 'static,
) -> SystemId<I, O>where
I: SystemInput + 'static,
O: 'static,
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,
See App::register_system
.
Sourcepub fn configure_sets<M>(
&mut self,
schedule: impl ScheduleLabel,
sets: impl IntoScheduleConfigs<Interned<dyn SystemSet>, M>,
) -> &mut SubApp
pub fn configure_sets<M>( &mut self, schedule: impl ScheduleLabel, sets: impl IntoScheduleConfigs<Interned<dyn SystemSet>, M>, ) -> &mut SubApp
See App::configure_sets
.
Sourcepub fn add_schedule(&mut self, schedule: Schedule) -> &mut SubApp
pub fn add_schedule(&mut self, schedule: Schedule) -> &mut SubApp
See App::add_schedule
.
Sourcepub fn init_schedule(&mut self, label: impl ScheduleLabel) -> &mut SubApp
pub fn init_schedule(&mut self, label: impl ScheduleLabel) -> &mut SubApp
See App::init_schedule
.
Sourcepub fn get_schedule(&self, label: impl ScheduleLabel) -> Option<&Schedule>
pub fn get_schedule(&self, label: impl ScheduleLabel) -> Option<&Schedule>
See App::get_schedule
.
Sourcepub fn get_schedule_mut(
&mut self,
label: impl ScheduleLabel,
) -> Option<&mut Schedule>
pub fn get_schedule_mut( &mut self, label: impl ScheduleLabel, ) -> Option<&mut Schedule>
Sourcepub fn edit_schedule(
&mut self,
label: impl ScheduleLabel,
f: impl FnMut(&mut Schedule),
) -> &mut SubApp
pub fn edit_schedule( &mut self, label: impl ScheduleLabel, f: impl FnMut(&mut Schedule), ) -> &mut SubApp
See App::edit_schedule
.
Sourcepub fn configure_schedules(
&mut self,
schedule_build_settings: ScheduleBuildSettings,
) -> &mut SubApp
pub fn configure_schedules( &mut self, schedule_build_settings: ScheduleBuildSettings, ) -> &mut SubApp
Sourcepub fn allow_ambiguous_component<T>(&mut self) -> &mut SubAppwhere
T: Component,
pub fn allow_ambiguous_component<T>(&mut self) -> &mut SubAppwhere
T: Component,
Sourcepub fn allow_ambiguous_resource<T>(&mut self) -> &mut SubAppwhere
T: Resource,
pub fn allow_ambiguous_resource<T>(&mut self) -> &mut SubAppwhere
T: Resource,
Sourcepub fn ignore_ambiguity<M1, M2, S1, S2>(
&mut self,
schedule: impl ScheduleLabel,
a: S1,
b: S2,
) -> &mut SubAppwhere
S1: IntoSystemSet<M1>,
S2: IntoSystemSet<M2>,
pub fn ignore_ambiguity<M1, M2, S1, S2>(
&mut self,
schedule: impl ScheduleLabel,
a: S1,
b: S2,
) -> &mut SubAppwhere
S1: IntoSystemSet<M1>,
S2: IntoSystemSet<M2>,
Sourcepub fn add_event<T>(&mut self) -> &mut SubAppwhere
T: Message,
👎Deprecated since 0.17.0: Use add_message
instead.
pub fn add_event<T>(&mut self) -> &mut SubAppwhere
T: Message,
add_message
instead.See App::add_message
.
Sourcepub fn add_message<T>(&mut self) -> &mut SubAppwhere
T: Message,
pub fn add_message<T>(&mut self) -> &mut SubAppwhere
T: Message,
See App::add_message
.
Sourcepub fn add_plugins<M>(&mut self, plugins: impl Plugins<M>) -> &mut SubApp
pub fn add_plugins<M>(&mut self, plugins: impl Plugins<M>) -> &mut SubApp
See App::add_plugins
.
Sourcepub fn is_plugin_added<T>(&self) -> boolwhere
T: Plugin,
pub fn is_plugin_added<T>(&self) -> boolwhere
T: Plugin,
See App::is_plugin_added
.
Sourcepub fn get_added_plugins<T>(&self) -> Vec<&T>where
T: Plugin,
pub fn get_added_plugins<T>(&self) -> Vec<&T>where
T: Plugin,
Sourcepub fn plugins_state(&mut self) -> PluginsState
pub fn plugins_state(&mut self) -> PluginsState
Return the state of plugins.
Sourcepub fn finish(&mut self)
pub fn finish(&mut self)
Runs Plugin::finish
for each plugin.
Sourcepub fn cleanup(&mut self)
pub fn cleanup(&mut self)
Runs Plugin::cleanup
for each plugin.
Sourcepub fn register_type<T>(&mut self) -> &mut SubAppwhere
T: GetTypeRegistration,
pub fn register_type<T>(&mut self) -> &mut SubAppwhere
T: GetTypeRegistration,
See App::register_type
.
Sourcepub fn register_type_data<T, D>(&mut self) -> &mut SubApp
pub fn register_type_data<T, D>(&mut self) -> &mut SubApp
Sourcepub fn register_function<F, Marker>(&mut self, function: F) -> &mut SubAppwhere
F: IntoFunction<'static, Marker> + 'static,
pub fn register_function<F, Marker>(&mut self, function: F) -> &mut SubAppwhere
F: IntoFunction<'static, Marker> + 'static,
Sourcepub fn register_function_with_name<F, Marker>(
&mut self,
name: impl Into<Cow<'static, str>>,
function: F,
) -> &mut SubAppwhere
F: IntoFunction<'static, Marker> + 'static,
pub fn register_function_with_name<F, Marker>(
&mut self,
name: impl Into<Cow<'static, str>>,
function: F,
) -> &mut SubAppwhere
F: IntoFunction<'static, Marker> + 'static,
Trait Implementations§
Source§impl AddRenderCommand for SubApp
impl AddRenderCommand for SubApp
Source§fn add_render_command<P, C>(&mut self) -> &mut SubAppwhere
P: PhaseItem,
C: RenderCommand<P> + Send + Sync + 'static,
<C as RenderCommand<P>>::Param: ReadOnlySystemParam,
fn add_render_command<P, C>(&mut self) -> &mut SubAppwhere
P: PhaseItem,
C: RenderCommand<P> + Send + Sync + 'static,
<C as RenderCommand<P>>::Param: ReadOnlySystemParam,
RenderCommand
for the specified render phase to the app.Source§impl AppExtStates for SubApp
impl AppExtStates for SubApp
Source§fn init_state<S>(&mut self) -> &mut SubAppwhere
S: FreelyMutableState + FromWorld,
fn init_state<S>(&mut self) -> &mut SubAppwhere
S: FreelyMutableState + FromWorld,
Source§fn insert_state<S>(&mut self, state: S) -> &mut SubAppwhere
S: FreelyMutableState,
fn insert_state<S>(&mut self, state: S) -> &mut SubAppwhere
S: FreelyMutableState,
Source§fn add_computed_state<S>(&mut self) -> &mut SubAppwhere
S: ComputedStates,
fn add_computed_state<S>(&mut self) -> &mut SubAppwhere
S: ComputedStates,
ComputedStates
. Read moreSource§fn add_sub_state<S>(&mut self) -> &mut SubAppwhere
S: SubStates,
fn add_sub_state<S>(&mut self) -> &mut SubAppwhere
S: SubStates,
Source§fn register_type_state<S>(&mut self) -> &mut SubApp
fn register_type_state<S>(&mut self) -> &mut SubApp
T
using App::register_type
,
and adds ReflectState
type data to T
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