[][src]Module hassium::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.

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
AssetsSystem
BitSet

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

ChangeSet

Change set that can be collected from an iterator, and joined on for easy application to components.

DefaultLogger
DenseVecStorage

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

Entity

Entity type, as seen by the user.

EntityBuilder

The entity builder, allowing to build an entity together with its components.

FetchProcess
FlaggedStorage

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

Grid2dNeighborSample
Grid2d
HierarchyChangeRes
ID

Universal Identifier (uuidv4).

MapFetchEngine
Name
NoiseMapGenerator
NonPersistent
Parent
ReaderId

A reader ID which represents a subscription to the events pushed to the EventChannel.

Resources

A resource container, which provides methods to access to the contained resources.

SetAssetProtocol
StandardAppTimer
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
World

The World struct contains the component storages and other resources.

Enums

AssetLoadResult
AssetVariant
FetchCancelReason
FetchStatus
Grid2dError
Log
StateChange

Traits

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.

FetchEngine
FetchProcessReader
Logger
State
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.

Tracked

UnprotectedStorages that track modifications, insertions, and removals of components.

Functions

bundle_installer
hierarchy_find
logger_log
logger_setup

Type Definitions

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
ReadStorage

A storage with read access.

StateToken