Struct bevy::ecs::schedule::Schedules

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pub struct Schedules {
    pub ignored_scheduling_ambiguities: BTreeSet<ComponentId>,
    /* private fields */
}
Expand description

Resource that stores Schedules mapped to ScheduleLabels excluding the current running Schedule.

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§ignored_scheduling_ambiguities: BTreeSet<ComponentId>

List of ComponentIds to ignore when reporting system order ambiguity conflicts

Implementations§

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impl Schedules

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pub fn new() -> Schedules

Constructs an empty Schedules with zero initial capacity.

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pub fn insert(&mut self, schedule: Schedule) -> Option<Schedule>

Inserts a labeled schedule into the map.

If the map already had an entry for label, schedule is inserted, and the old schedule is returned. Otherwise, None is returned.

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

Removes the schedule corresponding to the label from the map, returning it if it existed.

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

Removes the (schedule, label) pair corresponding to the label from the map, returning it if it existed.

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pub fn contains(&self, label: impl ScheduleLabel) -> bool

Does a schedule with the provided label already exist?

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

Returns a reference to the schedule associated with label, if it exists.

Examples found in repository?
examples/games/stepping.rs (line 114)
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fn build_ui(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    schedules: Res<Schedules>,
    mut stepping: ResMut<Stepping>,
    mut state: ResMut<State>,
) {
    let mut text_sections = Vec::new();
    let mut always_run = Vec::new();

    let Ok(schedule_order) = stepping.schedules() else {
        return;
    };

    // go through the stepping schedules and construct a list of systems for
    // each label
    for label in schedule_order {
        let schedule = schedules.get(*label).unwrap();
        text_sections.push(TextSection::new(
            format!("{:?}\n", label),
            TextStyle {
                font: asset_server.load(FONT_BOLD),
                font_size: FONT_SIZE,
                color: FONT_COLOR,
            },
        ));

        // grab the list of systems in the schedule, in the order the
        // single-threaded executor would run them.
        let Ok(systems) = schedule.systems() else {
            return;
        };

        for (node_id, system) in systems {
            // skip bevy default systems; we don't want to step those
            if system.name().starts_with("bevy") {
                always_run.push((*label, node_id));
                continue;
            }

            // Add an entry to our systems list so we can find where to draw
            // the cursor when the stepping cursor is at this system
            state.systems.push((*label, node_id, text_sections.len()));

            // Add a text section for displaying the cursor for this system
            text_sections.push(TextSection::new(
                "   ",
                TextStyle {
                    font: asset_server.load(FONT_MEDIUM),
                    font_size: FONT_SIZE,
                    color: FONT_COLOR,
                },
            ));

            // add the name of the system to the ui
            text_sections.push(TextSection::new(
                format!("{}\n", system.name()),
                TextStyle {
                    font: asset_server.load(FONT_MEDIUM),
                    font_size: FONT_SIZE,
                    color: FONT_COLOR,
                },
            ));
        }
    }

    for (label, node) in always_run.drain(..) {
        stepping.always_run_node(label, node);
    }

    commands.spawn((
        SteppingUi,
        TextBundle {
            text: Text::from_sections(text_sections),
            style: Style {
                position_type: PositionType::Absolute,
                top: state.ui_top,
                left: state.ui_left,
                padding: UiRect::all(Val::Px(10.0)),
                ..default()
            },
            background_color: BackgroundColor(Color::rgba(1.0, 1.0, 1.0, 0.33)),
            visibility: Visibility::Hidden,
            ..default()
        },
    ));
}
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pub fn get_mut(&mut self, label: impl ScheduleLabel) -> Option<&mut Schedule>

Returns a mutable reference to the schedule associated with label, if it exists.

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pub fn iter( &self ) -> impl Iterator<Item = (&(dyn ScheduleLabel + 'static), &Schedule)>

Returns an iterator over all schedules. Iteration order is undefined.

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pub fn iter_mut( &mut self ) -> impl Iterator<Item = (&(dyn ScheduleLabel + 'static), &mut Schedule)>

Returns an iterator over mutable references to all schedules. Iteration order is undefined.

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

Applies the provided ScheduleBuildSettings to all schedules.

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pub fn allow_ambiguous_component<T>(&mut self, world: &mut World)
where T: Component,

Ignore system order ambiguities caused by conflicts on Components of type T.

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pub fn allow_ambiguous_resource<T>(&mut self, world: &mut World)
where T: Resource,

Ignore system order ambiguities caused by conflicts on Resources of type T.

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pub fn iter_ignored_ambiguities(&self) -> impl Iterator<Item = &ComponentId>

Iterate through the ComponentId’s that will be ignored.

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pub fn print_ignored_ambiguities(&self, components: &Components)

Prints the names of the components and resources with info

May panic or retrieve incorrect names if Components is not from the same world

Trait Implementations§

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impl Default for Schedules

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fn default() -> Schedules

Returns the “default value” for a type. Read more
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impl Resource for Schedules
where Schedules: Send + Sync + 'static,

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Creates Self using data from the given World.
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