Struct specs_sprite::SpriteSystem [−][src]
pub struct SpriteSystem<T, I> { /* fields omitted */ }
Methods
impl<T, I> SpriteSystem<T, I>
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impl<T, I> SpriteSystem<T, I>
impl<T, I> SpriteSystem<T, I> where
T: 'static + Float + Send + Sync,
I: 'static + Send + Sync,
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impl<T, I> SpriteSystem<T, I> where
T: 'static + Float + Send + Sync,
I: 'static + Send + Sync,
Trait Implementations
impl<T, I> Default for SpriteSystem<T, I> where
T: 'static + Float + Send + Sync,
I: 'static + Send + Sync,
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impl<T, I> Default for SpriteSystem<T, I> where
T: 'static + Float + Send + Sync,
I: 'static + Send + Sync,
impl<'a, T, I> System<'a> for SpriteSystem<T, I> where
T: 'static + Float + Send + Sync,
I: 'static + Send + Sync,
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impl<'a, T, I> System<'a> for SpriteSystem<T, I> where
T: 'static + Float + Send + Sync,
I: 'static + Send + Sync,
type SystemData = (Entities<'a>, Write<'a, SpriteGuide<T>>, WriteStorage<'a, Sprite<T, I>>)
The resource bundle required to execute this system. Read more
fn run(&mut self, (entities, sprite_guide, sprites): Self::SystemData)
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fn run(&mut self, (entities, sprite_guide, sprites): Self::SystemData)
Executes the system with the required system data. Read more
fn running_time(&self) -> RunningTime
fn running_time(&self) -> RunningTime
Returns a hint how long the system needs for running. This is used to optimize the way they're executed (might allow more parallelization). Read more
fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
Return the accessor from the [SystemData
].
fn setup(&mut self, res: &mut Resources)
fn setup(&mut self, res: &mut Resources)
Sets up the Resources
using Self::SystemData::setup
.
Auto Trait Implementations
impl<T, I> Send for SpriteSystem<T, I> where
I: Send,
T: Send,
impl<T, I> Send for SpriteSystem<T, I> where
I: Send,
T: Send,
impl<T, I> Sync for SpriteSystem<T, I> where
I: Sync,
T: Sync,
impl<T, I> Sync for SpriteSystem<T, I> where
I: Sync,
T: Sync,