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.
Fields§
§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§
§impl Session
impl Session
pub fn install_plugin(&mut self, plugin: impl SessionPlugin) -> &mut Session
pub fn install_plugin(&mut self, plugin: impl SessionPlugin) -> &mut Session
Install a plugin.
pub fn snapshot(&self) -> World
pub fn snapshot(&self) -> World
Snapshot the world state.
This is the same as core.world.clone()
, but it is more explicit.
pub fn restore(&mut self, world: &mut World)
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.
pub fn set_session_runner(&mut self, runner: Box<dyn SessionRunner>)
pub fn set_session_runner(&mut self, runner: Box<dyn SessionRunner>)
Set the session runner for this session.
pub fn reset_internals(
&mut self,
reset_components: bool,
reset_entities: bool,
reset_systems: bool,
)
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>§
pub fn add_startup_system<Args, S>(&mut self, system: S) -> &mut SystemStages
pub fn add_startup_system<Args, S>(&mut self, system: S) -> &mut SystemStages
Add a system that will run only once, before all of the other non-startup systems.
pub fn add_single_success_system<Args, S>(
&mut self,
system: S,
) -> &mut SystemStages
pub fn add_single_success_system<Args, S>( &mut self, system: S, ) -> &mut SystemStages
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 ?
.
pub fn add_system_to_stage<Args, S>(
&mut self,
label: impl StageLabel,
system: S,
) -> &mut SystemStages
pub fn add_system_to_stage<Args, S>( &mut self, label: impl StageLabel, system: S, ) -> &mut SystemStages
Add a System
to the stage with the given label.
pub fn insert_stage_before<L, S>(
&mut self,
label: L,
stage: S,
) -> &mut SystemStageswhere
L: StageLabel,
S: SystemStage + 'static,
pub fn insert_stage_before<L, S>(
&mut self,
label: L,
stage: S,
) -> &mut SystemStageswhere
L: StageLabel,
S: SystemStage + 'static,
Insert a new stage, before another existing stage
pub fn insert_stage_after<L, S>(
&mut self,
label: L,
stage: S,
) -> &mut SystemStageswhere
L: StageLabel,
S: SystemStage + 'static,
pub fn insert_stage_after<L, S>(
&mut self,
label: L,
stage: S,
) -> &mut SystemStageswhere
L: StageLabel,
S: SystemStage + 'static,
Insert a new stage, after another existing stage
pub fn reset_remove_all_systems(&mut self)
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.
pub fn remove_all_systems(&mut self)
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§
Auto Trait Implementations§
impl Freeze for Session
impl !RefUnwindSafe for Session
impl Send for Session
impl Sync for Session
impl Unpin for Session
impl !UnwindSafe for Session
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