Struct bevy::app::PluginGroupBuilder

pub struct PluginGroupBuilder { /* private fields */ }
Expand description

Facilitates the creation and configuration of a PluginGroup. Provides a build ordering to ensure that Plugins which produce/require a Resource are built before/after dependent/depending Plugins. Plugins inside the group can be disabled, enabled or reordered.

Implementations§

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impl PluginGroupBuilder

pub fn start<PG>() -> PluginGroupBuilder
where PG: PluginGroup,

Start a new builder for the PluginGroup.

Examples found in repository?
examples/app/plugin_group.rs (line 31)
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    fn build(self) -> PluginGroupBuilder {
        PluginGroupBuilder::start::<Self>()
            .add(PrintHelloPlugin)
            .add(PrintWorldPlugin)
    }

pub fn set<T>(self, plugin: T) -> PluginGroupBuilder
where T: Plugin,

Sets the value of the given Plugin, if it exists.

§Panics

Panics if the Plugin does not exist.

Examples found in repository?
examples/tools/scene_viewer/main.rs (lines 39-42)
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fn main() {
    let mut app = App::new();
    app.add_plugins((
        DefaultPlugins
            .set(WindowPlugin {
                primary_window: Some(Window {
                    title: "bevy scene viewer".to_string(),
                    ..default()
                }),
                ..default()
            })
            .set(AssetPlugin {
                file_path: std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()),
                ..default()
            }),
        CameraControllerPlugin,
        SceneViewerPlugin,
        MorphViewerPlugin,
    ))
    .add_systems(Startup, setup)
    .add_systems(PreUpdate, setup_scene_after_load);

    #[cfg(feature = "animation")]
    app.add_plugins(animation_plugin::AnimationManipulationPlugin);

    app.run();
}
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examples/shader/compute_shader_game_of_life.rs (line 45)
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fn main() {
    App::new()
        .insert_resource(ClearColor(Color::BLACK))
        .add_plugins((
            DefaultPlugins
                .set(WindowPlugin {
                    primary_window: Some(Window {
                        resolution: (
                            (SIZE.0 * DISPLAY_FACTOR) as f32,
                            (SIZE.1 * DISPLAY_FACTOR) as f32,
                        )
                            .into(),
                        // uncomment for unthrottled FPS
                        // present_mode: bevy::window::PresentMode::AutoNoVsync,
                        ..default()
                    }),
                    ..default()
                })
                .set(ImagePlugin::default_nearest()),
            GameOfLifeComputePlugin,
        ))
        .add_systems(Startup, setup)
        .add_systems(Update, switch_textures)
        .run();
}
examples/app/headless_renderer.rs (lines 85-89)
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fn main() {
    let config = AppConfig {
        width: 1920,
        height: 1080,
        single_image: true,
    };

    // setup frame capture
    App::new()
        .insert_resource(SceneController::new(
            config.width,
            config.height,
            config.single_image,
        ))
        .insert_resource(ClearColor(Color::srgb_u8(0, 0, 0)))
        .add_plugins(
            DefaultPlugins
                .set(ImagePlugin::default_nearest())
                // Do not create a window on startup.
                .set(WindowPlugin {
                    primary_window: None,
                    exit_condition: bevy::window::ExitCondition::DontExit,
                    close_when_requested: false,
                }),
        )
        .add_plugins(ImageCopyPlugin)
        // headless frame capture
        .add_plugins(CaptureFramePlugin)
        .add_plugins(ScheduleRunnerPlugin::run_loop(
            // Run 60 times per second.
            Duration::from_secs_f64(1.0 / 60.0),
        ))
        .init_resource::<SceneController>()
        .add_systems(Startup, setup)
        .run();
}

pub fn add<T>(self, plugin: T) -> PluginGroupBuilder
where T: Plugin,

Adds the plugin Plugin at the end of this PluginGroupBuilder. If the plugin was already in the group, it is removed from its previous place.

Examples found in repository?
examples/app/plugin_group.rs (line 32)
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    fn build(self) -> PluginGroupBuilder {
        PluginGroupBuilder::start::<Self>()
            .add(PrintHelloPlugin)
            .add(PrintWorldPlugin)
    }
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examples/window/custom_user_event.rs (line 36)
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fn main() {
    let winit_plugin = WinitPlugin::<CustomEvent>::default();

    App::new()
        .add_plugins(
            DefaultPlugins
                .build()
                // Only one event type can be handled at once
                // so we must disable the default event type
                .disable::<WinitPlugin<WakeUp>>()
                .add(winit_plugin),
        )
        .add_systems(
            Startup,
            (
                setup,
                expose_event_loop_proxy,
                #[cfg(target_arch = "wasm32")]
                wasm::setup_js_closure,
            ),
        )
        .add_systems(Update, (send_event, handle_event))
        .run();
}

pub fn add_group(self, group: impl PluginGroup) -> PluginGroupBuilder

Adds a PluginGroup at the end of this PluginGroupBuilder. If the plugin was already in the group, it is removed from its previous place.

pub fn add_before<Target, T>(self, plugin: T) -> PluginGroupBuilder
where Target: Plugin, T: Plugin,

Adds a Plugin in this PluginGroupBuilder before the plugin of type Target. If the plugin was already the group, it is removed from its previous place. There must be a plugin of type Target in the group or it will panic.

pub fn add_after<Target, T>(self, plugin: T) -> PluginGroupBuilder
where Target: Plugin, T: Plugin,

Adds a Plugin in this PluginGroupBuilder after the plugin of type Target. If the plugin was already the group, it is removed from its previous place. There must be a plugin of type Target in the group or it will panic.

pub fn enable<T>(self) -> PluginGroupBuilder
where T: Plugin,

Enables a Plugin.

Plugins within a PluginGroup are enabled by default. This function is used to opt back in to a Plugin after disabling it. If there are no plugins of type T in this group, it will panic.

pub fn disable<T>(self) -> PluginGroupBuilder
where T: Plugin,

Disables a Plugin, preventing it from being added to the App with the rest of the PluginGroup. The disabled Plugin keeps its place in the PluginGroup, so it can still be used for ordering with add_before or add_after, or it can be re-enabled. If there are no plugins of type T in this group, it will panic.

Examples found in repository?
examples/app/without_winit.rs (line 8)
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fn main() {
    App::new()
        .add_plugins(DefaultPlugins.build().disable::<WinitPlugin>())
        .add_systems(Update, setup_system)
        .run();
}
More examples
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examples/window/custom_user_event.rs (line 35)
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fn main() {
    let winit_plugin = WinitPlugin::<CustomEvent>::default();

    App::new()
        .add_plugins(
            DefaultPlugins
                .build()
                // Only one event type can be handled at once
                // so we must disable the default event type
                .disable::<WinitPlugin<WakeUp>>()
                .add(winit_plugin),
        )
        .add_systems(
            Startup,
            (
                setup,
                expose_event_loop_proxy,
                #[cfg(target_arch = "wasm32")]
                wasm::setup_js_closure,
            ),
        )
        .add_systems(Update, (send_event, handle_event))
        .run();
}

pub fn finish(self, app: &mut App)

Consumes the PluginGroupBuilder and builds the contained Plugins in the order specified.

§Panics

Panics if one of the plugin in the group was already added to the application.

Trait Implementations§

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impl PluginGroup for PluginGroupBuilder

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fn build(self) -> PluginGroupBuilder

Configures the Plugins that are to be added.
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fn name() -> String

Configures a name for the PluginGroup which is primarily used for debugging.
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fn set<T>(self, plugin: T) -> PluginGroupBuilder
where T: Plugin,

Sets the value of the given Plugin, if it exists

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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