Struct bones_framework::prelude::Session

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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

A bones game. This includes all of the game worlds, and systems.

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§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 new() -> Session

Create an empty Session.

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

Install a plugin.

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pub fn snapshot(&self) -> World

Snapshot the world state.

This is the same as core.world.clone(), but it is more explicit.

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

Restore the world state.

Re-sets the world state to that of the provided world, which may or may not have been created with snapshot().

This is the same as doing an std::mem::swap on self.world, but it is more explicit.

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

Set the session runner for this session.

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pub fn reset_internals( &mut self, reset_components: bool, reset_entities: bool, reset_systems: bool, )

Provides an interface for resetting various internal parts of the Session. Note this does not fully reset the entire Session.

Methods from Deref<Target = SystemStages>§

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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<(), ()>>,

Add a system that will run only once, before all of the other non-startup systems.

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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<()>>>,

Add a system that will run each frame until it succeeds (returns Some). Runs before all stages. Uses Option to allow for easy usage of ?.

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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 reset_remove_all_systems(&mut self)

Remove all systems from all stages, including startup and single success systems. Resets has_started as well, allowing for startup systems to run once again.

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pub fn remove_all_systems(&mut self)

Remove all systems from all stages, including startup and single success systems. Does not reset has_started.

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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impl<T> FromWorld for T
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fn from_world(_world: &World) -> T

Creates Self using data from the given World.
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