# Evenio
`evenio` is an archetype-based [Entity Component System][ECS] framework for building event-driven programs.
It aims to have a small but maximally expressive set of features that are easy and efficient to use.
[ECS]: https://en.wikipedia.org/wiki/Entity_component_system
## Features
- In addition to the usual Entities, Components, and Systems, `evenio` introduces events as a first-class citizen.
Rather than restricting systems to run once every frame/update in a fixed order, systems are generalized as event handlers.
The control flow of the entire program is then defined by the flow of events between handlers.
- Structural changes to the world (such as entity despawning, component additions/removals, etc.) are mediated by events, allowing handlers to hook into their occurrence.
- Targeted events enable handlers to efficiently filter events based on queries.
- Component types, event types, and handlers are identified with generational indices, allowing them to be added and removed dynamically.
- Execute queries in parallel with [Rayon].
- World data has no `Send` or `Sync` requirements.
- `no_std` support.
> **For a full step-by-step introduction, please read the [tutorial book 📚](https://docs.rs/evenio/latest/evenio/tutorial/).**
## Example
Here's how we might make a simple game loop in `evenio`:
```rust
use evenio::prelude::*;
// Define position and velocity components.
#[derive(Component)]
struct Position {
x: f32,
y: f32,
}
#[derive(Component)]
struct Velocity {
x: f32,
y: f32,
}
// Events can carry data, but for this example we only need a unit struct.
#[derive(GlobalEvent)]
struct Tick;
pub fn main() {
// Create a new `World` to store all our data.
let mut world = World::new();
// Spawn a new entity and add the `Position` and `Velocity` components to it.
// We'll store the entity's ID in a variable for later use.
let e = world.spawn();
world.insert(e, Position { x: 0.0, y: 0.0 });
world.insert(e, Velocity { x: 1.0, y: 0.4 });
// Add our event handler to the world.
world.add_handler(update_positions);
// Run our fake "game loop" by sending the `Tick` event every update.
for _ in 0..50 {
world.send(Tick);
}
// Get the `Position` component from the entity we added earlier.
let pos = world.get::<Position>(e).unwrap();
println!("Final position of the entity: ({}, {})", pos.x, pos.y);
}
// The `Receiver<Tick>` parameter tells our handler to listen for the `Tick` event.
fn update_positions(_: Receiver<Tick>, entities: Fetcher<(&mut Position, &Velocity)>) {
// Loop over all entities with both the `Position` and `Velocity` components, and update their positions.
for (pos, vel) in entities {
pos.x += vel.x;
pos.y += vel.y;
}
}
```
## Feature Flags
- `std` (_enabled by default_): Enables support for the standard library.
Without this, `evenio` depends only on `core` and `alloc`.
- `rayon`: Adds parallel iterator support for `Fetcher`. Uses the [Rayon] library.
[Rayon]: https://github.com/rayon-rs/rayon