Systems

Struct Systems 

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#[non_exhaustive]
pub struct Systems { pub state: Option<(State, Box<dyn Fn(&mut World, State, State)>)>, pub start: Vec<Box<dyn FnOnce(&mut World)>>, pub update: Vec<Box<dyn Fn(&mut World)>>, pub keyboard: Vec<Box<dyn Fn(&mut World, KeyCode, bool)>>, pub mouse_position: Vec<Box<dyn Fn(&mut World, PhysicalPosition<f64>)>>, pub mouse_button: Vec<Box<dyn Fn(&mut World, MouseButton, bool)>>, pub mouse_wheel: Vec<Box<dyn Fn(&mut World, f32, f32)>>, pub event: Vec<Box<dyn Fn(&mut World, WindowEvent)>>, }

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§state: Option<(State, Box<dyn Fn(&mut World, State, State)>)>§start: Vec<Box<dyn FnOnce(&mut World)>>§update: Vec<Box<dyn Fn(&mut World)>>§keyboard: Vec<Box<dyn Fn(&mut World, KeyCode, bool)>>§mouse_position: Vec<Box<dyn Fn(&mut World, PhysicalPosition<f64>)>>§mouse_button: Vec<Box<dyn Fn(&mut World, MouseButton, bool)>>§mouse_wheel: Vec<Box<dyn Fn(&mut World, f32, f32)>>§event: Vec<Box<dyn Fn(&mut World, WindowEvent)>>

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impl Systems

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pub fn new() -> Self

Auto Trait Implementations§

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impl Freeze for Systems

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impl !RefUnwindSafe for Systems

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impl !Send for Systems

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impl !Sync for Systems

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impl Unpin for Systems

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impl !UnwindSafe for Systems

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