[][src]Module oxygengine::prelude

Modules

asset
binary
changeset

Provides a changeset that can be collected from an iterator.

database
engines
error

Specs errors

join

Joining of components for iteration over entities with specific components.

map
protocol
protocols
shred

Shared resource dispatcher

storage

Component storage types, implementations for component joins, etc.

system
text
world

Entities, resources, components, and general world management.

Structs

App
AppBuilder
AppLifeCycle
AppRunner
Asset
BinaryAsset
BinaryAssetProtocol
BitSet

A BitSet is a simple set designed to track which indices are placed into it.

Dispatcher

The dispatcher struct, allowing systems to be executed in parallel.

DispatcherBuilder

Builder for the Dispatcher.

EmptyState
Entity

Entity type, as seen by the user.

FetchProcess
ID

Universal Identifier (uuidv4).

LazyUpdate

Lazy updates can be used for world updates that need to borrow a lot of resources and as such should better be done at the end. They work lazily in the sense that they are dispatched when calling world.maintain().

MapFetchEngine
Parent
ReaderId

The reader id is used by readers to tell the storage where the last read ended.

SetAssetProtocol
StandardAppTimer
StaticAccessor

The static accessor that is used for SystemData.

Storage

A wrapper around the masked storage and the generations vector. Can be used for safe lookup of components, insertions and removes. This is what World::read/write fetches for the user.

SyncAppRunner
Tag
TextAsset
TextAssetProtocol
Write

Allows to fetch a resource in a system mutably.

Enums

FetchCancelReason
FetchStatus
StateChange

Traits

Accessor

A trait for accessing read/write multiple resources from a system. This can be used to create dynamic systems that don't specify what they fetch at compile-time.

AppTimer
AssetProtocol
BackendAppRunner
Builder

A common trait for EntityBuilder and LazyBuilder, allowing either to be used. Entity is definitely alive, but the components may or may not exist before a call to World::maintain.

Component

Abstract component type. Doesn't have to be Copy or even Clone.

FetchEngine
FetchProcessReader
RunNow

Trait for fetching data and running systems. Automatically implemented for systems.

State
System

A System, executed with a set of required Resources.

SystemData

A static system data that can specify its dependencies at statically (at compile-time). Most system data is a SystemData, the DynamicSystemData type is only needed for very special setups.

Functions

bundle_installer

Type Definitions

FetchProcessID
HierarchyRes
ReadExpect

Allows to fetch a resource in a system immutably. This will panic if the resource does not exist. Usage of Read or Option<Read> is therefore recommended.

WriteExpect

Allows to fetch a resource in a system mutably. This will panic if the resource does not exist. Usage of Write or Option<Write> is therefore recommended.

WriteStorage

A storage with read and write access.