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rustup run nightly amethyst_parser_syn implementor --impls System `find . -not -path "*/examples/*" -not -path "*/tests/*" -type f -name "*.rs"` > system.txt
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File: ./amethyst_renderer/src/visibility.rs | |
Struct: VisibilitySortingSystem | |
Determine what entities are visible to the camera, and which are not. Will also sort transparent | |
entities back to front based on distance from camera. | |
Note that this should run after `GlobalTransform` has been updated for the current frame, and | |
before rendering occurs. | |
File: ./amethyst_renderer/src/hide_system.rs | |
Struct: HideHierarchySystem | |
This system adds a [HiddenPropagate](struct.HiddenPropagate.html)-component to all children. | |
Using this system will result in every child being hidden. | |
Depends on the resource \"ParentHierarchy\", which is set up by the [TransformBundle](struct.TransformBundle.html) | |
File: ./amethyst_renderer/src/sprite_visibility.rs | |
Struct: SpriteVisibilitySortingSystem | |
Determines what entities to be drawn. Will also sort transparent entities back to front based on | |
position on the Z axis. | |
The sprite render pass should draw all sprites without semi-transparent pixels, then draw the | |
sprites with semi-transparent pixels from far to near. | |
Note that this should run after `GlobalTransform` has been updated for the current frame, and | |
before rendering occurs. | |
File: ./amethyst_input/src/system.rs | |
Struct: InputSystem | |
Input system | |
Will read `winit::Event` from `EventHandler<winit::Event>`, process them with `InputHandler`, | |
and push the results in `EventHandler<InputEvent>`. | |
File: ./amethyst_ui/src/resize.rs | |
Struct: ResizeSystem | |
This system rearranges UI elements whenever the screen is resized using their `UiResize` | |
component. | |
File: ./amethyst_ui/src/text.rs | |
Struct: UiKeyboardSystem | |
This system processes the underlying UI data as needed. | |
File: ./amethyst_ui/src/event.rs | |
Struct: UiMouseSystem | |
The system that generates events for `MouseReactive` enabled entities. | |
The generic types A and B represent the A and B generic parameter of the InputHandler<A,B>. | |
File: ./amethyst_ui/src/button/system.rs | |
Struct: UiButtonSystem | |
This system manages button mouse events. It changes images and text colors, as well as playing audio | |
when necessary. | |
It\'s automatically registered with the `UiBundle`. | |
File: ./amethyst_ui/src/layout.rs | |
Struct: UiTransformSystem | |
Manages the `Parent` component on entities having `UiTransform` | |
It does almost the same as the `TransformSystem`, but with some differences, | |
like `UiTransform` alignment and stretching. | |
File: ./amethyst_controls/src/systems.rs | |
Struct: FlyMovementSystem | |
The system that manages the fly movement. | |
Generic parameters are the parameters for the InputHandler. | |
Struct: ArcBallRotationSystem | |
The system that manages the arc ball movement; | |
In essence, the system will allign the camera with its target while keeping the distance to it | |
and while keeping the orientation of the camera. | |
To modify the orientation of the camera in accordance with the mouse input, please use the | |
FreeRotationSystem. | |
Struct: FreeRotationSystem | |
The system that manages the view rotation. | |
Controlled by the mouse. | |
Goes into an inactive state if the window is not focused (`WindowFocus` resource). | |
Can be manually disabled by making the mouse visible using the `HideCursor` resource: | |
`HideCursor.hide = false` | |
Struct: MouseFocusUpdateSystem | |
A system which reads Events and saves if a window has lost focus in a WindowFocus resource | |
Struct: CursorHideSystem | |
System which hides the cursor when the window is focused. | |
Requires the usage MouseFocusUpdateSystem at the same time. | |
File: ./amethyst_utils/src/fps_counter.rs | |
Struct: FPSCounterSystem | |
Add this system to your game to automatically push FPS values | |
to the [FPSCounter](../resources/struct.FPSCounter.html) resource with id 0 | |
File: ./amethyst_utils/src/time_destroy.rs | |
Struct: DestroyAtTimeSystem | |
The system in charge of destroying entities with the `DestroyAtTime` component. | |
Struct: DestroyInTimeSystem | |
The system in charge of destroying entities with the `DestroyInTime` component. | |
File: ./amethyst_utils/src/ortho_camera.rs | |
Struct: CameraOrthoSystem | |
System that automatically changes the camera matrix according to the settings in | |
the `CameraOrtho` attached to the camera entity. | |
File: ./amethyst_core/src/transform/systems.rs | |
Struct: TransformSystem | |
Handles updating `GlobalTransform` components based on the `Transform` | |
component and parents. | |
File: ./amethyst_assets/src/reload.rs | |
Struct: HotReloadSystem | |
System for updating `HotReloadStrategy`. | |
File: ./amethyst_assets/src/prefab/system.rs | |
Struct: PrefabLoaderSystem | |
System that load `Prefab`s for `PrefabData` `T`. | |
### Type parameters: | |
- `T`: `PrefabData` | |
File: ./amethyst_assets/src/storage.rs | |
Struct: Processor | |
A default implementation for an asset processing system | |
which converts data to assets and maintains the asset storage | |
for `A`. | |
This system can only be used if the asset data implements | |
`Into<Result<A, BoxedErr>>`. | |
File: ./amethyst_animation/src/skinning/systems.rs | |
Struct: VertexSkinningSystem | |
System for performing vertex skinning. | |
Needs to run after global transforms have been updated for the current frame. | |
File: ./amethyst_animation/src/systems/sampling.rs | |
Struct: SamplerInterpolationSystem | |
System for interpolating active samplers. | |
If other forms of animation is needed, this can be used in isolation, have no direct dependency | |
on `AnimationControlSystem`. | |
Will process all active `SamplerControlSet`, and update the target component for the entity they | |
belong to. | |
### Type parameters: | |
- `T`: the component type that the animation should be applied to | |
File: ./amethyst_animation/src/systems/control.rs | |
Struct: AnimationControlSystem | |
System for setting up animations, should run before `SamplerInterpolationSystem`. | |
Will process all active `AnimationControl` + `AnimationHierarchy`, and do processing of the | |
animations they describe. If an animation only targets a single node/entity, there is no need | |
for `AnimationHierarchy`. | |
### Type parameters: | |
- `I`: identifier type for running animations, only one animation can be run at the same time | |
with the same id | |
- `T`: the component type that the animation should be applied to | |
File: ./amethyst_network/src/network_socket.rs | |
Struct: NetSocketSystem | |
The System managing the network state and connections. | |
The T generic parameter corresponds to the network event type. | |
Receives events and filters them. | |
Received events will be inserted into the NetReceiveBuffer resource. | |
To send an event, add it to the NetSendBuffer resource. | |
If both a connection (Connect or Connected) event is received at the same time as another event from the same connection, | |
only the connection event will be considered and rest will be filtered out. | |
File: ./amethyst_audio/src/systems/dj.rs | |
Struct: DjSystem | |
Calls a closure if the `AudioSink` is empty. | |
File: ./amethyst_audio/src/systems/audio.rs | |
Struct: AudioSystem | |
Syncs 3D transform data with the audio engine to provide 3D audio. |
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