Struct Systems
pub struct Systems { /* private fields */ }Expand description
Container for systems in a schedule.
Implementations§
§impl Systems
impl Systems
pub fn get(&self, key: SystemKey) -> Option<&SystemWithAccess>
pub fn get(&self, key: SystemKey) -> Option<&SystemWithAccess>
Returns a reference to the system with the given key, if it exists.
pub fn get_mut(&mut self, key: SystemKey) -> Option<&mut SystemWithAccess>
pub fn get_mut(&mut self, key: SystemKey) -> Option<&mut SystemWithAccess>
Returns a mutable reference to the system with the given key, if it exists.
pub fn has_conditions(&self, key: SystemKey) -> bool
pub fn has_conditions(&self, key: SystemKey) -> bool
Returns true if the system with the given key has conditions.
pub fn get_conditions(&self, key: SystemKey) -> Option<&[ConditionWithAccess]>
pub fn get_conditions(&self, key: SystemKey) -> Option<&[ConditionWithAccess]>
Returns a reference to the conditions for the system with the given key, if it exists.
pub fn get_conditions_mut(
&mut self,
key: SystemKey,
) -> Option<&mut Vec<ConditionWithAccess>>
pub fn get_conditions_mut( &mut self, key: SystemKey, ) -> Option<&mut Vec<ConditionWithAccess>>
Returns a mutable reference to the conditions for the system with the given key, if it exists.
pub fn iter(
&self,
) -> impl Iterator<Item = (SystemKey, &Box<dyn System<Out = (), In = ()>>, &[ConditionWithAccess])>
pub fn iter( &self, ) -> impl Iterator<Item = (SystemKey, &Box<dyn System<Out = (), In = ()>>, &[ConditionWithAccess])>
Returns an iterator over all systems and their conditions in this container.
pub fn insert(
&mut self,
system: Box<dyn System<Out = (), In = ()>>,
conditions: Vec<Box<dyn ReadOnlySystem<Out = bool, In = ()>>>,
) -> SystemKey
pub fn insert( &mut self, system: Box<dyn System<Out = (), In = ()>>, conditions: Vec<Box<dyn ReadOnlySystem<Out = bool, In = ()>>>, ) -> SystemKey
Inserts a new system into the container, along with its conditions,
and queues it to be initialized later in Systems::initialize.
We have to defer initialization of systems in the container until we have
&mut World access, so we store these in a list until
Systems::initialize is called. This is usually done upon the first
run of the schedule.
pub fn is_initialized(&self) -> bool
pub fn is_initialized(&self) -> bool
Returns true if all systems in this container have been initialized.
pub fn initialize(&mut self, world: &mut World)
pub fn initialize(&mut self, world: &mut World)
Initializes all systems and their conditions that have not been initialized yet.
pub fn get_conflicting_systems(
&self,
flat_dependency_analysis: &DagAnalysis<SystemKey>,
flat_ambiguous_with: &Graph<false, SystemKey>,
ambiguous_with_all: &HashSet<NodeId>,
ignored_ambiguities: &BTreeSet<ComponentId>,
) -> ConflictingSystems
pub fn get_conflicting_systems( &self, flat_dependency_analysis: &DagAnalysis<SystemKey>, flat_ambiguous_with: &Graph<false, SystemKey>, ambiguous_with_all: &HashSet<NodeId>, ignored_ambiguities: &BTreeSet<ComponentId>, ) -> ConflictingSystems
Calculates the list of systems that conflict with each other based on their access patterns.
If the Box<[ComponentId]> is empty for a given pair of systems, then the
systems conflict on World access in general (e.g. one of them is
exclusive, or both systems have Query<EntityMut>).
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Systems
impl !RefUnwindSafe for Systems
impl Send for Systems
impl Sync for Systems
impl Unpin for Systems
impl UnsafeUnpin for Systems
impl !UnwindSafe for Systems
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