Session

Struct Session 

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#[non_exhaustive]
pub struct Session { pub world: World, pub stages: SystemStages, pub active: bool, pub visible: bool, pub priority: i32, pub runner: Box<dyn SessionRunner>, }
Expand description

Contains a bones World for state, SystemStages for behavior, and a SessionRunner to determine how those are used.

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.
§world: World

The ECS world for the core.

§stages: SystemStages

The system stages.

§active: bool

Whether or not this session should have it’s systems run.

§visible: bool

Whether or not this session should be rendered.

§priority: i32

The priority of this session relative to other sessions in the Game.

§runner: Box<dyn SessionRunner>

The session runner to use for this session.

Implementations§

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impl Session

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pub fn priority(&mut self, priority: i32) -> &mut Session

Set the priority of this session relative to other sessions in the Game.

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pub fn runner(&mut self, runner: Box<dyn SessionRunner>) -> &mut Session

Set the SessionRunner to use for this session.

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pub fn activity(&mut self, active: bool) -> &mut Session

Set whether or not this session should have it’s systems run.

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pub fn visibility(&mut self, visible: bool) -> &mut Session

Set whether or not this session should be rendered.

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pub fn visible(&mut self) -> &mut Session

Set this session to be rendered.

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pub fn invisible(&mut self) -> &mut Session

Set this session to not be rendered.

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pub fn active(&mut self) -> &mut Session

Set this session to have it’s systems run.

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pub fn inactive(&mut self) -> &mut Session

Set this session to not have it’s systems run.

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pub fn install_plugin(&mut self, plugin: impl SessionPlugin) -> &mut Session

Install a SessionPlugin.

Methods from Deref<Target = SystemStages>§

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pub fn add_system_to_stage<Args, S>( &mut self, label: impl StageLabel, system: S, ) -> &mut SystemStages
where S: IntoSystem<Args, (), (), Sys = StaticSystem<(), ()>>,

Add a System to the stage with the given label.

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pub fn insert_stage_before<L, S>( &mut self, label: L, stage: S, ) -> &mut SystemStages
where L: StageLabel, S: SystemStage + 'static,

Insert a new stage, before another existing stage

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pub fn insert_stage_after<L, S>( &mut self, label: L, stage: S, ) -> &mut SystemStages
where L: StageLabel, S: SystemStage + 'static,

Insert a new stage, after another existing stage

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pub fn run(&mut self, world: &mut World)

Execute the systems on the given world.

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pub fn add_startup_system<Args, S>(&mut self, system: S) -> &mut SystemStages
where S: IntoSystem<Args, (), (), Sys = StaticSystem<(), ()>>,

👎Deprecated: use .add_system_to_stage(CoreStage::Startup, your_system) instead

Add a system to the CoreStage::Startup stage which specially runs only once, before all other core stages. Inserting CoreStageStartupSystemsRan into the world prevents systems in the startup stage from running.

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pub fn add_single_success_system<Args, S>( &mut self, system: S, ) -> &mut SystemStages
where S: IntoSystem<Args, (), Option<()>, Sys = StaticSystem<(), Option<()>>>,

👎Deprecated: use `.add_system_to_stage(First, single_success_system(your_system)

Convenience method. Adds a system that will run each frame until it succeeds (returns Some). Uses Option to allow for easy usage of ?. System is added to CoreStage::First.

See also the wrapper function used inside single_success_system.

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pub fn init_startup_resource<R>(&mut self) -> &mut SystemStages
where R: HasSchema + FromWorld,

Adds a system to CoreStage::Startup that inserts the default value of a resource into the World if it doesn’t already exist.

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pub fn add_startup_resource<R>(&mut self, resource: R) -> &mut SystemStages
where R: HasSchema,

Adds a system to CoreStage::StartupResource that inserts the given resource into the World if it doesn’t already exist. The resource type is required to have a HasSchema clone implementation to re-insert the resource into the world after the first startup.

§Clone Requirement Details

If the type being added implements HasSchema with the derive like so:

ⓘ
#[derive(HasSchema, Default)]
#[schema(no_clone)] // This bypasses HasSchema clone requirements.
struct ResourceBeingInserted;

Then the system being added to the StartupResource system stage will panic when inserting a second time. The startup resource stage only runs once so it is therefore safe to use a type like the example above as long as you don’t plan on removing from the World the StartupSystemStage tag which in this case is CoreStageStartupResourceSystemsRan.

Trait Implementations§

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impl Debug for Session

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Session

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fn default() -> Session

Returns the “default value” for a type. Read more
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impl Deref for Session

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type Target = SystemStages

The resulting type after dereferencing.
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fn deref(&self) -> &<Session as Deref>::Target

Dereferences the value.
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impl DerefMut for Session

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fn deref_mut(&mut self) -> &mut <Session as Deref>::Target

Mutably dereferences the value.

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