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//! system scheduling with stage ordering
//!
//! systems run in registration order by default, but can be grouped into stages
//! for explicit ordering. stages run in a fixed order:
//! Input → Physics → Update → Render → PostUpdate.
//!
//! # stage ordering
//!
//! stages ensure that systems run in a predictable order:
//! 1. [`Input`](UpdateStage::Input) — poll input, update input state
//! 2. [`Physics`](UpdateStage::Physics) — collision detection, physics simulation
//! 3. [`Update`](UpdateStage::Update) — general game logic
//! 4. [`Render`](UpdateStage::Render) — queue render commands
//! 5. [`PostUpdate`](UpdateStage::PostUpdate) — end-of-tick cleanup (e.g. clearing edge-triggered input)
use ScheduleLabel;
/// built-in update stages for system ordering.
///
/// use these to group systems into logical phases of the frame.
/// relative stage ordering for custom stage placement.
///
/// reserved for future custom-stage support (needs the `bevy_ecs` schedule graph).
/// not part of the public API yet — kept internal until the feature lands.
/// trait for custom stage labels.
///
/// implement this to define custom stages that can be ordered
/// relative to the built-in [`UpdateStage`] variants.