Module specs::prelude[][src]

Prelude module

Contains all of the most common traits, structures,

Re-exports

pub use join::Join;
pub use join::ParJoin;
pub use changeset::ChangeSet;
pub use storage::Storage;
pub use world::Builder;
pub use world::EntityBuilder;
pub use world::World;

Structs

AsyncDispatcher

Like, Dispatcher but works asynchronously.

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.

Dispatcher

The dispatcher struct, allowing systems to be executed in parallel.

DispatcherBuilder

Builder for the Dispatcher.

Entity

Entity type, as seen by the user.

FlaggedStorage

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

HashMapStorage

HashMap-based storage. Best suited for rare components.

InsertedFlag

Flag with additional type safety against which kind of operations were done.

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().

ModifiedFlag

Flag with additional type safety against which kind of operations were done.

NullStorage

A null storage type, used for cases where the component doesn't contain any data and instead works as a simple flag.

Read

Allows to fetch a resource in a system immutably.

ReaderId

The reader id is used by readers to tell the storage where the last read ended.

RemovedFlag

Flag with additional type safety against which kind of operations were done.

Resources

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

StaticAccessor

The static accessor that is used for SystemData.

VecStorage

Vector storage. Uses a simple Vec. Supposed to have maximum performance for the components mostly present in entities.

Write

Allows to fetch a resource in a system mutably.

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.

Component

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

ParallelIterator

Parallel version of the standard iterator trait.

RunNow

Trait for fetching data and running systems. Automatically implemented for systems.

System

A System, executed with a set of required Resources.

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.

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:

ReadExpect

Allows to fetch a resource in a system mutably. This will panic if the resource does not exist. Usage of Read or Option<Read> is therefore recommended.

ReadStorage

A storage with read access.

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.