[][src]Module oxygengine::prelude

Modules

asset
changeset

Provides a changeset that can be collected from an iterator.

database
engines
error

Specs errors

fs
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
world

Entities, resources, components, and general world management.

Structs

App
AppBuilder
AppLifeCycle
AppRunner
AssetsDatabase
AssetsSystem
BitSet

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

DenseVecStorage

Dense vector storage. Has a redirection 2-way table between entities and components, allowing to leave no gaps within the data.

EmptyState
FetchProcess
FsFetchEngine
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().

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.

SyncAppRunner
Tag

Enums

AssetVariant
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
BackendAppRunner
Component

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

FetchEngine
FetchProcessReader
Join

The purpose of the Join trait is to provide a way to access multiple storages at the same time with the merged bit set.

State

Functions

bundle_installer

Type Definitions

AssetID
Entities

A wrapper for a read Entities resource. Note that this is just Read<Entities>, so you can easily use it in your system:

FetchProcessID
HierarchyRes
Meta
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.