Struct specs::FlaggedStorage [] [src]

pub struct FlaggedStorage<C, T = DenseVecStorage<C>> { /* fields omitted */ }

Wrapper storage that tracks modifications, insertions, and removals of components through an EventChannel.

Note: Joining over all components of a FlaggedStorage mutably will flag all components.

What you want to instead is to use restrict_mut() to first get the entities which contain the component and then conditionally modify the component after a call to get_mut_unchecked() or get_mut().

Examples

extern crate specs;

use specs::prelude::*;

pub struct Comp(u32);
impl Component for Comp {
    // `FlaggedStorage` acts as a wrapper around another storage.
    // You can put any store inside of here (e.g. HashMapStorage, VecStorage, etc.)
    //
    // It also works as `FlaggedStorage<Self>` and defaults to `DenseVecStorage<Self>`
    // for the inner storage.
    type Storage = FlaggedStorage<Self, VecStorage<Self>>;
}

pub struct CompSystem {
    // These keep track of where you left off in the event channel.
    modified_id: ReaderId<ModifiedFlag>,
    inserted_id: ReaderId<InsertedFlag>,

    // The bitsets you want to populate with modification/insertion events.
    modified: BitSet,
    inserted: BitSet,
}

impl<'a> System<'a> for CompSystem {
    type SystemData = (Entities<'a>, WriteStorage<'a, Comp>);
    fn run(&mut self, (entities, mut comps): Self::SystemData) {
        // We want to clear the bitset first so we don't have left over events
        // from the last frame.
        //
        // However, if you want to accumulate changes over a couple frames then you
        // can only clear it when necessary. (This might be useful if you have some
        // sort of "tick" system in your game and only want to do operations every
        // 1/4th of a second or something)
        //
        // It is not okay to only read the events in an interval though as that could
        // leave behind events which would end up growing the event ring buffer to
        // extreme sizes.
        self.modified.clear();
        self.inserted.clear();

        // This allows us to use the modification events in a `Join`. Otherwise we
        // would have to iterate through the events which may not be in order.
        //
        // This does not populate the bitset with inserted components, only pre-existing
        // components that were changed by a `get_mut` call to the storage.
        comps.populate_modified(&mut self.modified_id, &mut self.modified);

        // This will only include inserted components from last read, note that this
        // will not include `insert` calls if there already was a pre-existing component.
        comps.populate_inserted(&mut self.inserted_id, &mut self.inserted);

        // Iterates over all components like normal.
        for comp in (&comps).join() {
            // ...
        }

        // **Never do this**
        // This will flag all components as modified regardless of whether the inner loop
        // actually modified the component.
        //
        // Only do this if you have other filters, like some other components to filter
        // out the ones you want to modify.
        for comp in (&mut comps).join() {
            // ...
        }

        // Instead do something like:
        for (entity, mut comps) in (&*entities, &mut comps.restrict_mut()).join() {
            if condition { // check whether this component should be modified.
                 let mut comp = comps.get_mut_unchecked();
                 // ...
            }
        }

        // To iterate over the modified components:
        for comp in (&comps, &self.modified).join() {
            // ...
        }

        // To iterate over all inserted/modified components;
        for comp in (&comps, &self.modified & &self.inserted).join() {
            // ...
        }
    }
}

fn main() {
    let mut world = World::new();
    world.register::<Comp>();

    // You will want to register the system `ReaderId`s
    // before adding/modifying/removing any entities and components.
    //
    // Otherwise you won't receive any of the modifications until
    // you start tracking them.
    let mut comps = world.write_storage::<Comp>();
    let comp_system = CompSystem {
        modified_id: comps.track_modified(),
        inserted_id: comps.track_inserted(),
        modified: BitSet::new(),
        inserted: BitSet::new(),
    };
}

Trait Implementations

impl<C, T> Default for FlaggedStorage<C, T> where
    T: TryDefault
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Returns the "default value" for a type. Read more

impl<C: Component, T: UnprotectedStorage<C>> UnprotectedStorage<C> for FlaggedStorage<C, T>
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Clean the storage given a bitset with bits set for valid indices. Allows us to safely drop the storage. Read more

Important traits for &'a mut W
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Tries reading the data associated with an Index. This is unsafe because the external set used to protect this storage is absent. Read more

Important traits for &'a mut W
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Tries mutating the data associated with an Index. This is unsafe because the external set used to protect this storage is absent. Read more

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Inserts new data for a given Index.

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Removes the data associated with an Index.

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Drops the data associated with an Index.

impl<C, T> Tracked for FlaggedStorage<C, T>
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Event channels tracking modified/inserted/removed components.

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Mutable event channels tracking modified/inserted/removed components.

Auto Trait Implementations

impl<C, T> Send for FlaggedStorage<C, T> where
    C: Send,
    T: Send

impl<C, T> Sync for FlaggedStorage<C, T> where
    C: Sync,
    T: Sync